Prefab Resource Configuration for Parasitic Game Applets
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Solution Overview
Problem
The existing methods for developing game applets require repetitive human-computer interactions to generate and manage repeated objects and components, leading to increased workload and reduced efficiency in scene development.
Innovation Solution
A resource configuration method and apparatus based on a parasitic program that generates prefab files and instances, allowing for efficient creation, editing, and reuse of virtual scene resources through prefab resources, which can be updated and instantiated within a parasitic program running on a host program.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If repeated objects and components are generated by copying in the related art, then the game scene can be constructed, but the workload increases and development efficiency decreases due to repeated human-computer interactions
Solution Approach 1:
The patent creates prefab resources in advance that contain multiple identical or similar objects and components. These prefabs are pre-configured with all necessary properties, transformations, and component configurations, allowing developers to simply instantiate them rather than manually creating each object through repeated human-computer interactions.
Solution Approach 2:
The patent uses prefab resources as templates that can be copied and instantiated multiple times to generate repeated objects and components in game scenes. This single copying action replaces numerous manual operations, as the prefab contains all the configuration information needed to recreate the objects efficiently.
2Loss of time
If manual copying is used to generate repeated objects, then scene construction is possible, but time consumption increases
Solution Approach 1:
The system performs preliminary configuration of objects, components, and their relationships within prefab resources during the resource creation phase. This advance preparation eliminates the need for time-consuming manual configuration when objects need to be replicated in scenes, as everything is pre-set and ready for instantiation.
Solution Approach 2:
The patent enables rapid replication of complex object configurations through prefab instantiation. A single prefab resource can be copied and instantiated multiple times, each instantiation automatically creating all contained objects and components with their configured properties, dramatically reducing the time required to populate game scenes with repeated elements.
3Quantity of substance
If individual objects are created and managed separately, then scene flexibility is maintained, but resource occupation increases
Solution Approach 1:
The patent merges multiple identical or similar objects and components into a single prefab resource. This consolidation reduces resource occupation by eliminating redundant data storage for each individual object, while the prefab can still be instantiated multiple times in different scenes and configurations, maintaining scene flexibility.
Solution Approach 2:
The prefab resource serves as a universal template that can be used across multiple game scenes and projects. A single prefab can be instantiated numerous times with different configurations, positions, and transformations, providing versatile scene construction capabilities while occupying minimal resource space compared to storing individual object definitions separately.
Data Source
AI summary
The present application provides a resource configuration method based on a parasitic program running on a host program performed by a computer device. The method includes: generating a prefab file in response to a prefab file generation operation, the prefab file comprising a prefab resource, the prefab resource being configured for generating a prefab instance displayed in a virtual scene of the parasitic program; in response to receipt of a first editing operation on the prefab resource, updating the prefab resource according to the first editing operation; in response to receipt of an instance generation operation, generating a prefab instance corresponding to the prefab resource based on configuration data of an instance performance feature in the prefab resource; and in response to receipt of a scene construction operation, generating the virtual scene in the parasitic program based on the prefab instance, the virtual scene including the prefab instance.


